A10: It's probably best if you actually experience it in-game, so let me just go over the broad concept. In ARR, you will first need to walk near a water spot, select a fishing pole that matches the type of water, and then select the bait. There will be no actions during the fishing process. Instead, we will be providing a variety of fish-types depending on the area.

Woo fishbotting? Hopefully you don't just stand in one place to do this, then. All in all, sounds like the kind of thing that concerns me in terms of gameplay.

Quote:

Q29: Please tell us some details on the FATE system. I'm worried what will happen during times or areas where there are not many people, and whether this will be disruptive for quests and gathering. Do you have countermeasure planned?

A29: Since gatherers will have stealth, they'll be able to avoid aggressive monsters. We are also looking into making it so that FATE does not occur in areas where there are a low number of people.

And this is just bizarre. The answer to not enough people for a FATE= no FATE! While I follow their thinking with it, it seems to detract from the idea of a living world. Hopefully they decide on a different resolution to that problem, like perhaps making it so that in the best case scenario, people actively want to deal with the threat of the FATE. Bottom line is that designing content and then planning for it to be unavailable is a bad idea. Especially as the server population ages, you're talking about a lot of wasted content and a poor experience for late-coming or slower players.

Quote:

Q33: Has the battle system changed since the Alpha Version?

A33: The global cooldown on actions was reduced by 0.5 seconds.

Is that a joke? I hope the answer is a LOT more complex than that If that's the main change to combat, you can stick a fork in this game. Surely this is not the half of the changes to combat?

Never confuse your inference as the listener for an implication of the speaker.

Good games are subjective like good food is subjective. You're not going to seriously tell me that there's not a psychological basis for why pizza is great and lutefisk is revolting. The thing about subjectivity is that, as subjects go, humans actually have a great deal in common.

Is that a joke? I hope the answer is a LOT more complex than that If that's the main change to combat, you can stick a fork in this game. Surely this is not the half of the changes to combat?

This is a 2 sided coin. Either the first attempt at the Realm Reborn battle system was awesome or they aren't correcting the problems at this point. Regardless, this statement worries me too.

kainsilv wrote:

Kachi wrote:

Quote:

Q33: Has the battle system changed since the Alpha Version?

A33: The global cooldown on actions was reduced by 0.5 seconds.

Is that a joke? I hope the answer is a LOT more complex than that If that's the main change to combat, you can stick a fork in this game. Surely this is not the half of the changes to combat?

This is a 2 sided coin. Either the first attempt at the Realm Reborn battle system was awesome or they aren't correcting the problems at this point. Regardless, this statement worries me too.

Yeah, perhaps I was a bit dramatic there. I'm not in the alpha/beta, and though what I have seen hasn't been the most encouraging, perhaps I'm underestimating the combat in general.

I'm not a big fan of an oppressive global cooldown on actions because it forces player engagement at a set pace. i.e., there's a "correct" speed for inputting actions. This not only significantly hampers the flexibility of combat and causes it to sort of "drone" on, but it can also make it a real pain to chat in the thick of battle when you only have 2 seconds to say anything before it's time to input your next action. With a controller peripheral, the time needed to swap peripherals alone makes chatting during combat practically impossible. It seems like they're still using a combat system in which allowing players to queue up their attacks would be an ideal solution.

Never confuse your inference as the listener for an implication of the speaker.

Good games are subjective like good food is subjective. You're not going to seriously tell me that there's not a psychological basis for why pizza is great and lutefisk is revolting. The thing about subjectivity is that, as subjects go, humans actually have a great deal in common.